Drew Harry
banner
drewwww.bsky.social
Drew Harry
@drewwww.bsky.social
210 followers 350 following 180 posts
research & data @work, phd @medialab, engineer @olincollege. he/him. socio-technical systems, computer-mediated communication, online communities, data visualization playing: card games, roguelikes, mobas, wargames, 18xx making: https://drewww.itch.io
Posts Media Videos Starter Packs
Pinned
RECLAIMER
a tactical roguelike

drewww.itch.io/reclaimer

Use your dash to pause time and establish the perfect attack, pushing enemies into walls to conserve ammo.

Escape with as much loot as you can!

@roguetemple.bsky.social #14drl #gamedev
Oh you figured out signing?? How painful was it? I had read horror stories and so I haven't even gone down that path yet.
A kid at school gets $50 per tooth
Reposted by Drew Harry
the thing about asking for a worker owned anything on the web is that the pitch has to account for the fact that the website is going to - innately - be slower to add features, slower to respond to issues, have financial struggles, etc
At new parent class they taught us "No good babies, just unobservant babies. It makes sense to cry, what they're going through."

I think about that a lot these days.
but the corner radius is still way off and consequently looks awkward even if they're not centered
I guess this is the "approved" approach to solving this problem? leave a bunch of white space at the bottom of scroll bars?
what are we doing here folks
Reposted by Drew Harry
RECLAIMER
a tactical roguelike

drewww.itch.io/reclaimer

Use your dash to pause time and establish the perfect attack, pushing enemies into walls to conserve ammo.

Escape with as much loot as you can!

@roguetemple.bsky.social #14drl #gamedev
are you thinking this is made visible to the player? or a dynamic that you might intuit because enemies seem to sense you around corners?

makes me curious also about scent management... could you mask your scent and sneak through an area with smelling enemies?
RECLAIMER — gameplay and tactics guide

www.youtube.com/watch?v=A19R...

There are some cool spatial mechanics at work in RECLAIMER that can really improve your efficiency and boost your score.
I have a weird love for UI elements like this, where it implies an exhaustive list of kinds of things you might want to do, but it's only two things.

Anything, and a very specific thing.

Then I wonder ... what else was on the team's list before they stopped working on the product entirely?
I'm proud of how those dynamics come together! There's real foresight and planning required. You can manipulate sight lines, play enemies off each other. Sometimes you fight, sometimes you run.

There's no output randomness. Enough input randomness to pose increasingly hard problems to a player.
This has a more "traditional" rogue-like flavor than anything I've made to date. There's combat, there's a very explicit hunger clock, and there is a money/upgrades system with build variation.

The novelty here is (1) enemies telegraphing moves (like Into the Breach), and (2) a time-stopping dash.
RECLAIMER
a tactical roguelike

drewww.itch.io/reclaimer

Use your dash to pause time and establish the perfect attack, pushing enemies into walls to conserve ammo.

Escape with as much loot as you can!

@roguetemple.bsky.social #14drl #gamedev
I've got a playable build of my #14drl game available here if anyone wants to give it a go and share some feedback! drewww.itch.io/reclaimer

#gamedev
Changing a ton of stuff at once and it's ... kinda working. Level gen is a mess. There ARE little moments that now start to feel fun / interesting / game-y. But the systems are also pretty baroque and I'm not sure how intelligible I can make it in time for the end of the jam.

#14drl #gamedev
Combat starting to feel like something here. I think maybe bots need to have more time between shots but it does feel like something.

Main weirdness is that weapon switching takes a turn right now which makes it hard to set up perfect shots. May make it instant.

#gamedev #14drl
oh it works for rockets too!

you can't tell which bot is shooting you, which is sort of annoying. but if I made a rocket trooper sprite, maybe it's obvious enough.

fun dynamic -- I could make bot rockets low damage, but the risk is you get pushed into a wall.
Enemies shoot at you now. I was finding the zombie hordes coming at you to be a little too bland. Not sure about this, either, but it's ... something. Creates some chaos because bots will happily shoot each other.
Added a ton of weapon juice. Animations, UI notifications when you are empty, when you reload, push animations, damage indicators, the works!
Reposted by Drew Harry
This action is looking to be vital to drive pressure. Monday's at 9am are hard, but if you can be there, please do. Spread the word to other who might be interested.
This next Monday (the 8th), 9am, come to the emergency rally to save the state budget deal around Bay Area public transit. Civic Center Plaza, SF.

Governor Newsom needs to make good on his promise to the Bay Area.
Emergency Rally to Save Bay Area Transit
Alert alert! The transit agencies the Bay Area depends on – BART, Muni, AC Transit, and Caltrain – face massive service cuts unless Governor Gavin Newsom follows through on his promise of a $750M emer...
actionnetwork.org
Shotgun is probably too good.